/* * Copyright © 2013 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** @file framebuffer-multi-attachments.c * * Section 4.4.7(Framebuffer Objects) From GL spec 3.2 core: * * A layer number written by a geometry shader has no effect if * the framebuffer is not layered. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 32; config.supports_gl_core_version = 32; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END const char *vs_source = { "#version 150\n" "in vec4 piglit_vertex;\n" "out vec4 vert;\n" "void main() {\n" " gl_Position = piglit_vertex;\n" " vert = piglit_vertex;\n" "}\n" }; const char *gs_source = { "#version 150\n" "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 3) out;\n" "in vec4 vert[3];\n" "uniform int layer;\n" "\n" "void main()\n" "{\n" " for(int i = 0; i < 3; i++) {\n" " gl_Layer = layer;\n" " gl_Position = vert[i];\n" " EmitVertex();\n" " }\n" "}\n" }; const char *fs_source = { "#version 150\n" "void main() {\n" " gl_FragColor = vec4(0, 1, 0, 1);\n" "}\n" }; bool check_framebuffer_status(GLenum target, GLenum expected) { GLenum observed = glCheckFramebufferStatus(target); if(expected != observed) { printf("Unexpected framebuffer status!\n" " Observed: %s\n Expected: %s\n", piglit_get_gl_enum_name(observed), piglit_get_gl_enum_name(expected)); return false; } return true; } void piglit_init(int argc, char **argv) { GLint program; GLuint fbo, texture; GLuint layer_uniform; bool pass = true; float expected[] = { 0.0, 1.0, 0.0, }; program = piglit_build_simple_program_multiple_shaders( GL_VERTEX_SHADER, vs_source, GL_GEOMETRY_SHADER, gs_source, GL_FRAGMENT_SHADER, fs_source, 0); glUseProgram(program); layer_uniform = glGetUniformLocation(program, "layer"); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 10, 10, 0, GL_RGB, GL_FLOAT, NULL); glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); /* Check for errors during setup */ if(!check_framebuffer_status(GL_FRAMEBUFFER, GL_FRAMEBUFFER_COMPLETE) || !piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } /* Try to draw quad to layer 2 */ glUniform1i(layer_uniform, 2); piglit_draw_rect(-1, -1, 2, 2); pass = piglit_probe_rect_rgb(0, 0, 10, 10, expected) && pass; /* Clean up */ glDeleteTextures(1, &texture); glDeleteFramebuffers(1, &fbo); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); } enum piglit_result piglit_display(void) { /* UNREACHABLE */ return PIGLIT_FAIL; }